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UnitsLoadScreen.png
Units

Recruiting Armies

Armies and Militias are the primary methods of recruiting and controlling units in Ymir. The in-game tutorial provides a full explanation for how to create, reinforce, and manage them in the worldmap.

As you progress in the game, new unit types automatically become available for recruiting once you have the equipment for it. So for example, you can scavenge bows from an event and produce leather clothes, then recruit bowpigs even without the technology that allows bows production.

Where Coin costs are listed, they only apply once players have unlocked the State Treasury

Stats Comparison

Combat in Ymir is entirely AI-controlled, so players often put a great deal of effort into planning the composition and positioning of their troops ahead of possible engagements. As a result, the stat system in Ymir may be more complex than most players have encountered in other games.

While the exact combat formulas are not currently known, the in-game tooltips provide the following summaries for each stat:

Base Stats

Icon strength.png Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
A basic measure of a units overall strength. Affects how much Loyalty is gained from armies or lost from militias when units are stationed in a Territory.
Icon movement.png Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.

Armor and Toughness

In combat units do not have a health value, but die from a single landed hit which penetrated their Toughness and Armor. When a unit is hit - the game rolls 2 dice, one after another, to determine if the unit has survived the attack. The unit has to roll a good outcome on either one of the dice to survive.

Icon toughness.png Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Damage Resist

When a unit is hit, the game determines whether the unit resists it or not, by rolling a die.

This roll is affected by the units Toughness and by the attackers Damage like this: Damage equal to Toughness would give a unit 50% chance to resist the blow, with every point difference between damage and toughness changing theĀ % by 12, up or down accordingly (For example: A unit with 3 toughness has a 50% chance to resist an attack with 3 damage. And a unit with 2 toughness has a 26% chance to resist a blow with 4 damage).

More Damage - More Toughness
-4 -3 -2 -1 0 +1 +2 +3 +4
2% 14% 26% 38% 50% 62% 74% 86% 98%
Icon armor.png Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Armor is a stat that works like Toughness, except that it provides a percentage chance to deflect the attack, for every unit of Armor the unit has.

Each point gives a 14% chance to deflect a melee hit OR a 16% chance to deflect a ranged hit (A unit that has 3 Armor has a 42% chance to deflect a melee blow and 48% chance to deflect an arrow hit).

There is always a minimum chance for a unit to still be hit through all the armor - some one in a million arrow may kill your armored elephant.

High armor units are very durable and may survive for longest. Units that deal more than 5 damage per hit reduce Armor with their Armor Penetration bonus (refer to Damage below for more information).

Wall Cover The Cover Bonus from Walls can also affect Armor and make a unit practically immune to arrows (The cover bonus provides Armor equal to the value it gives).

Walls provide the following amount of Cover:

Palisade Mudbrick Cobblestone Brick Stoneblock
Wall palisade.png
Wall mudbrick.png
Wall cobblestone.png
Wall brick.png
Wall stoneblock.png
5 4 6 5 7

Damage

Damage is compared against enemy Toughness and Armor values to determine whether the unit has deflected the blow in relevant checks. See more in the Toughness & Armor paragraphs above.

Penetration Bonus A damage value above 5 provides a Armor Penetration bonus that reduces the enemy Armor by 1 for every additional point of damage. (For example: An Axepig's damage of 9 provides an Armor Penetration bonus of 4, reducing enemy Armor by 4).

Wall/Gate Damage

Damage also determines the speed of wall/gate breaking by a ram during city invasions. It has a linear effect, with 9 damage unit being 3 times quicker then 3 damage unit.

Damage Types Attacks are split into two types: Melee, and Ranged.

Melee

Icon WS.png Offensive and Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).

Ranged

Icon BS.png Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Height Bonus

Attacking from above or below another unit improves/reduces the amount of damage a unit will do:

  • Attacking from above will give +1 damage per tile height difference.
  • Attacking from below will give -1 damage per tile height difference.
The Height Bonus is capped at -3/+3.
Icon range.png Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.

Civilian Units

All civilian units are available from start of the game, since their equipment does not require any knowledges.

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon unit male 2.png PorcoSettler40.9
Icon unit sow 2.png SowSettler40.9
Icon unit carrier 1.png CarrierSettler60.9
Icon unit piglet 1.png PigletSettlerNot Recruitable0.9
Icon unit oldpig 2.png OldpigSettlerNot Recruitable0.9

* While Armies may contain Piglets and Oldpigs, they can't be recruited voluntarily. Players typically acquire them when starting the game as a Primitive Tribe, from exploration events, or when evacuating a territory.

Battle Statistics:

Unit Name
Icon strength.png
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness.png
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor.png
Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Icon WS.png
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
Icon BS.png
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range.png
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement.png
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Porco0.3101110.50n/a2751
Sow0.30.500.50.50.50.50n/a1.8601
Carrier0.3101110.50n/a1.59015
Piglet0.2100.50.50.210n/a1.5401
Oldpig10.500.50.50.210n/a1601

Melee Units

Melee units form the core of most Armies in Ymir. Players should decide carefully whether they want to emphasize cheaper cost, added damage, or added armor when choosing which units to recruit.

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon unit hammerer 1.png WarriorBasic Unit20.6
Icon eaglewarrior big.png
Eagle Warrior Custom Sword Icon.png 80.7
Icon pitsotl big.png
Pitsotl Custom Guard Icon.png 20.7
Icon wolfwarrior big.png
Wolf Warrior Custom Sword Icon.png 20.7
Icon bearserker big.png
Manbearpig Custom Guard Icon.png 30.8
Icon snout big.png
SnoutBasic Unit70.7
Icon snout shielded big.png
Shield SnoutBasic Unit100.7
Icon axepig.png
AxepigBasic Unit20.7
Icon spearpig big.png
Spearpig Custom Guard Icon.png 40.9
Icon swordpig big.png
Swordpig Custom Sword Icon.png 40.9
Icon immortal big.png
ImmortalBasic Unit61.1
Icon hoplite big.png
Hoglite Custom Guard Icon.png 101.2
Icon battleswine big.png
Battleswine Custom Sword Icon.png 50.9
Icon porcus big.png
PorcusBasic Unit71.5
Icon swordboar big.png
Swordboar Custom Guard Icon.png 71.2
Icon baconeer big.png
BaconeerBasic Unit81.5
Icon warhog big.png
Warhog Custom Sword Icon.png 81.5
Icon martelsnout big.png
Martelsnout Custom Guard Icon.png 111.8

Battle Statistics (all of the following units (including Ranged and Mounted) have 3 Carry and 3 Pillage stat, so they will not be listed separately):

Unit Name
Icon strength.png
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness.png
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor.png
Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Icon WS.png
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
Icon BS.png
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range.png
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement.png
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Warrior82032.7411n/a2723
Eagle Warrior12304.5370.81.7n/a1.8783
Pitsotl14312.73.53.50.93n/a1.9953
Wolf Warrior23326.55.2531n/a3723
Manbearpig265373.71321n/a1.5723
Snout123032.5313.5n/a2753
Shield Snout15312.73.530.93.5n/a1.9953
Axepig16317.5290.92n/a1.9843
Spearpig19422.73.530.93.5n/a1.91113
Swordpig18424.763.51.41n/a1.91083
Immortal21432.43.230.93.5n/a1.71213
Hoglite2635.51.93.330.83.5n/a1.41503
Battleswine2152.55.34.3612n/a1.71013
Porcus294.56.53.67.33.51.31n/a1.31483
Swordboar2664.84.45.73.51.41n/a1.71273
Baconeer345.57.54.83.8612n/a1.51153
Warhog345.57.52.82.880.83n/a1.41203
Martelsnout435.510.555.3110.81.3n/a1.11503

Ranged Units

Ranged units are a mainstay of city defense throughout the game, but always perform best when they have either a Wall or melee formation between them and the enemy. While fewer options are available than melee units, each tier increases both the recruiting cost and attack range at which they can engage enemy formations.

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon rockthrower big.png
Rock Thrower Resized Ranged Icon.png -0.5
Icon unit javelineer 1 big.png
Javelineer Resized Ranged Icon.png 10.6
Icon bowpig big.png
Bowpig Resized Ranged Icon.png 20.7
Icon longbowpig big.png
Longbowpig Resized Ranged Icon.png 30.8
Icon crossbowpig big.png
Crossbowpig Resized Ranged Icon.png 40.9

Ranged units benefit from an alternate set of Attack stats when performing a ranged attack on enemy units, which behave like their melee equivalents with some minor differences:

  • Ranged Attack Rate - (Not shown in-game) Determines the time between ranged attacks. Continues for as long as units have ammo remaining.
  • Ranged Damage - Amount of damage inflicted to the enemy when hit by a ranged attack.
  • Ranged Skill - Provides a bonus to hit enemies based on this unit's Ranged Skill. Does not provide any bonus chance to evade attacks.
  • Range - The maximum distance (in terrain tiles) at which a ranged attack can hit enemies. Does not provide any bonus hit chance. If attacked by an enemy unit outside of their available Range, formations will attempt to charge them in melee combat instead.


Range attack modificators:

  • Ratio of target distance to max Range: modifies skill. bonus below 40%, malus above it.
  • Height difference: +/-1 damage per 5 heights, +/-1 skill per 5 heights.
  • Target under cover: adds cover level as armor to target.
  • Target is moving: skill malus proportionnal to target moving speed
  • Target in melee: skill -50%
  • Is embarked: skill -1 damage -1
  • Target is embarked: target's armor -50%
  • +1 attack per 5 units in the troop
  • -6% skill per unit below 5 units in the troop

Battle Statistics:

Unit Name
Icon strength.png
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness.png
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor.png
Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Icon WS.png
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
Icon BS.png
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range.png
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement.png
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Rock Thrower420112.51125141703
Javelineer82011311361102.3703
Bowpig103011211341202.1703
Longbowpig17411121.31341.3262863
Crossbowpig2352.50.80.850.415100.4161.71023

Mounted Units

Mounted units become available at later stages of the game and are best employed as separate Armies to take advantage of their high movement speed (the slowest units in an Army set overall worldmap speed). They are especially useful for skirmishes with smaller Armies and raiding territories for resources, where slower units might be left open to follow-up attacks by enemy forces.

Mounted units benefit from a "mobile attacker" trait making them considered as moving even when in melee. This means they benefit from the moving cover against enemy range attacks event when they are fighting in melee, further increasing their strength against range units.

Melee Horse/Camel unlocked by Horseback riding

Ranged Horse/Camel unlocked by Composite bow

Elephant unlocked by Elephant riding

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon camelpig light big.png
Light Camelpig Resized Mounted Icon.png
Porco
?3.9
Icon horsepig light big.png
Light Horsepig Resized Mounted Icon.png
Porco
?3.9
Icon unit camelpig big.png
Camelpig Resized Mounted Icon.png
Porco
364.1
Icon unit horsepig big.png
Horsepig Resized Mounted Icon.png
Porco
364.1
Icon unit camelbow big.png
Camelbow Resized Mounted Icon.png
Porco
354
Icon unit horsebow big.png
Horsebow Resized Mounted Icon.png Resized Ranged Icon.png
Porco
354
Icon unit camephract big.png
Camephract Resized Mounted Icon.png
Porco
x2
434.7
Icon unit cataphract big.png
Cataphract Resized Mounted Icon.png
Porco
x2
434.7
Icon stomper big.png
Stomper Resized Mounted Icon.png
Porco
x10
32332.8
Icon crusher big.png
Crusher Resized Mounted Icon.png
Porco
x10
48348.8
Icon unit cubiphant big.png
Cubiphant Resized Mounted Icon.png
Porco
x10
x5
32633.1
Icon camelier big.png
Saladin Resized Mounted Icon.png
Porco
x2
465.2
Icon unit pigatarms big.png
Pig-at-arms Resized Mounted Icon.png
Porco
x2
465.5
Icon unit megaphant big.png
Megaphant Resized Mounted Icon.png
x4
Porco
x3
x3
x4
x3
50251.4

Battle Statistics:

Unit Name
Icon strength.png
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness.png
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor.png
Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Icon WS.png
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
Icon BS.png
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range.png
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement.png
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Light Camelpig31405.82.55.51.56n/a3.54858
Light Horsepig32405.52.361.55n/a45856
Camelpig3340.85.53.55.51.46n/a3.45118
Horsepig34415.23.361.45n/a3.96116
Camelbow3540.43.813.31.53.53.86.51.5193.64868
Horsebow3940.53.50.83.51.52.53.571.5194.15866
Camephract366254.25.51.36n/a2.95518
Cataphract3862.54.7461.35n/a3.46516
Stomper68110.361.51357.5n/a2.5809113
Crusher83130.372.51868.5n/a2.41009115
Cubiphant75242.85.82.81357.5n/a1.5818113
Saladin4595.26.86.561.83.5n/a2.55778
Pig-at-arms5397.54.54.561.35n/a36756
Megaphant380348.54.50.511.5666236200.51026815

Tamed Units

Although they're exceptionally rare, players can sometimes obtain Animal units through "taming" exploration events when moving Civilian units. These animals cannot be re-recruited if they are lost or disbanded, but have nearly perfect stats to serve as early game scouts. Although new units of animals can't be recruited already existing units can be reinforced using animals from your stockpiles, as some of the animals you can get are breedable at ranches this means that you can more easily replenish losses to those units.

Unit Name Power Movement Attack Rate Damage Skill Reach Mass Armor Toughness
Wolf 9 3.5 1 3 4 1.2 20 0 2
Ostrich ? 2 ? 3 1.5 1.5 120 0 2
Elephant 103 2 ? 8 3 3 4500 1 8
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